From 0dd44d9de767a16d4ce04976999006283590036d Mon Sep 17 00:00:00 2001 From: Nick Thomas Date: Sat, 13 Oct 2018 01:37:44 +0100 Subject: [PATCH] Limit texture size to 8192x8192 pixels --- cmd/view-map/main.go | 39 ++++++------- cmd/view-set/main.go | 11 +--- internal/conv/object.go | 123 ++++++++++++++++++---------------------- 3 files changed, 77 insertions(+), 96 deletions(-) diff --git a/cmd/view-map/main.go b/cmd/view-map/main.go index 97406ed..8db91cb 100644 --- a/cmd/view-map/main.go +++ b/cmd/view-map/main.go @@ -155,22 +155,22 @@ func (e *env) getSprite(palette []string, ref maps.ObjRef) (*conv.Sprite, error) return nil, fmt.Errorf("Out-of-index sprite %v requested for %v", ref.Sprite(), name) } - return &obj.Sprites[ref.Sprite()], nil + return obj.Sprites[ref.Sprite()], nil } func (s *state) present(pWin *pixelgl.Window) { pWin.Clear(colornames.Black) s.env.batch.Clear() - /* - center := pWin.Bounds().Center() - cam := pixel.IM - cam = cam.ScaledXY(center, pixel.Vec{1.0, -1.0}) // invert the Y axis - cam = cam.Scaled(pixel.ZV, s.zoom) // apply current zoom factor - cam = cam.Moved(center.Sub(s.camPos)) // Make it central - s.cam = cam - pWin.SetMatrix(cam) - */ + center := pWin.Bounds().Center() + + cam := pixel.IM + cam = cam.ScaledXY(center, pixel.Vec{1.0, -1.0}) // invert the Y axis + cam = cam.Scaled(center, s.zoom) // apply current zoom factor + cam = cam.Moved(center.Sub(s.camPos)) // Make it central + s.cam = cam + pWin.SetMatrix(cam) + // TODO: we should be able to perform bounds clipping on these minX := int(s.env.gameMap.MinWidth) maxX := int(s.env.gameMap.MaxWidth) @@ -191,32 +191,32 @@ func (s *state) present(pWin *pixelgl.Window) { pWin.Update() } -func (s *state) renderCell(x, y, z int, batch *pixel.Batch) { +func (s *state) renderCell(x, y, z int, target pixel.Target) { var sprites []*conv.Sprite cell := s.env.gameMap.Cells.At(x, y, z) if spr, err := s.env.getSprite(s.env.set.Palette, cell.Surface); err != nil { log.Printf("%v %v %v surface: %v", x, y, z, err) - } else { + } else if spr != nil { sprites = append(sprites, spr) } if spr, err := s.env.getSprite(s.env.set.Palette, cell.Center); err != nil { log.Printf("%v %v %v center: %v", x, y, z, err) - } else { + } else if spr != nil { sprites = append(sprites, spr) } if spr, err := s.env.getSprite(s.env.set.Palette, cell.Left); err != nil { log.Printf("%v %v %v left: %v", x, y, z, err) - } else { + } else if spr != nil { sprites = append(sprites, spr) } if spr, err := s.env.getSprite(s.env.set.Palette, cell.Right); err != nil { log.Printf("%v %v %v right: %v", x, y, z, err) - } else { + } else if spr != nil { sprites = append(sprites, spr) } @@ -228,9 +228,7 @@ func (s *state) renderCell(x, y, z int, batch *pixel.Batch) { iso := s.cellToPix(pixel.V(fX, fY)) for _, sprite := range sprites { - if sprite != nil { - sprite.Spr.Draw(batch, pixel.IM.Moved(iso)) - } + sprite.Spr.Draw(target, pixel.IM.Moved(iso)) } } @@ -271,9 +269,12 @@ func (s *state) handleKeys(pWin *pixelgl.Window) { log.Printf("WARNING: z-index not yet taken into account") } + log.Printf("cam: %#v", s.cam) + pos := s.pixToCell(s.cam.Unproject(pWin.MousePosition())) - cell := s.env.gameMap.Cells.At(int(pos.X), int(pos.Y), s.zIdx) log.Printf("X=%v Y=%v, zIdx=%v", pos.X, pos.Y, s.zIdx) + + cell := s.env.gameMap.Cells.At(int(pos.X), int(pos.Y), s.zIdx) log.Printf("Cell=%#v", cell) } diff --git a/cmd/view-set/main.go b/cmd/view-set/main.go index 4c9acef..b22707c 100644 --- a/cmd/view-set/main.go +++ b/cmd/view-set/main.go @@ -122,23 +122,19 @@ func (s *state) present(pWin *pixelgl.Window) { obj := s.curObject() sprite := obj.Sprites[s.spriteIdx] + pWin.Clear(colornames.Black) + s.env.batch.Clear() + center := pWin.Bounds().Center() cam := pixel.IM cam = cam.ScaledXY(center, pixel.Vec{1.0, -1.0}) // invert the Y axis cam = cam.Scaled(center, s.zoom) // apply current zoom factor - //cam = cam.Moved(center.Sub(s.camPos)) // Make it central - //cam = cam.Rotated(center, -0.785) // Apply isometric angle s.cam = cam pWin.SetMatrix(s.cam) - pWin.Clear(colornames.Black) - s.env.batch.Clear() - sprite.Spr.Draw(s.env.batch, pixel.IM.Moved(center)) - //pixel.NewSprite(sprite.Pic, sprite.Pic.Bounds()).Draw(pWin, pixel.IM.Moved(center)) s.env.batch.Draw(pWin) - pWin.Update() } func (s *state) handleKeys(pWin *pixelgl.Window) { @@ -174,6 +170,5 @@ func (s *state) handleKeys(pWin *pixelgl.Window) { func (s *state) curObject() *conv.Object { name := s.env.set.Palette[s.objIdx] - //log.Printf("name: %v, objects: %#v", name, s.env.objects) return s.env.objects[name] } diff --git a/internal/conv/object.go b/internal/conv/object.go index d731cb0..ba175f8 100644 --- a/internal/conv/object.go +++ b/internal/conv/object.go @@ -3,16 +3,20 @@ package conv import ( "fmt" "image/color" - "image/png" "log" - "os" "github.com/faiface/pixel" "ur.gs/ordoor/internal/data" ) -var transparent = color.RGBA{0, 0, 0, 0} +const ( + // Textures can be this size at most. So putting every sprite onto the same + // sheet is a fraught business. With effective packing, it may be fine. + // If not, I'll have to come up with another idea + maxTextureX = 8192 + maxTextureY = 8192 +) // Important conversions: // @@ -28,86 +32,73 @@ type Sprite struct { type Object struct { Name string - Sprites []Sprite -} - -func maxWidth(obj *data.Object) int { - out := 0 - - for _, spr := range obj.Sprites { - width := int(spr.Width) - if width > out { - out = width - } - } - - return out -} - -func fullHeight(obj *data.Object) int { - out := 0 - - for _, spr := range obj.Sprites { - out = out + int(spr.Height) - } - - return out + Sprites []*Sprite } func ConvertObjects(objects []*data.Object) (map[string]*Object, *pixel.PictureData) { - // This needs to be the maxWidth of all the objects, added together - maxX := 0 - for _, obj := range objects { - maxX = maxX + maxWidth(obj) - } - - // This needs to be the largest fullHeight of all the objects - maxY := 0 - for _, obj := range objects { - height := fullHeight(obj) - if height > maxY { - maxY = height - } - } + // FIXME: this is rather inefficient. It would be better to determine the + // maximum size we need for the objects at hand. + spritesheet := pixel.MakePictureData( + pixel.R(0.0, 0.0, float64(maxTextureX), float64(maxTextureY)), + ) + // These are updated each time a sprite is added to the sheet xOffset := 0 - spritesheet := pixel.MakePictureData(pixel.R(0.0, 0.0, float64(maxX), float64(maxY))) + yOffset := 0 + rowMaxY := 0 out := make(map[string]*Object) - for _, rawObj := range objects { - log.Println("xOffset:", xOffset) - cObj := ConvertObjectWithSpritesheet(rawObj, rawObj.Name, spritesheet, xOffset) - xOffset = xOffset + maxWidth(rawObj) - out[cObj.Name] = cObj - } - f, _ := os.Create("spritesheet.png") - img := spritesheet.Image() - png.Encode(f, img) - f.Close() + for _, rawObj := range objects { + sprites := make([]*Sprite, 0, len(rawObj.Sprites)) + + for i, rawSpr := range rawObj.Sprites { + width := int(rawSpr.Width) + height := int(rawSpr.Height) + + // CR+LF if needed + if xOffset+width > maxTextureX { + xOffset = 0 + yOffset += rowMaxY + } + + if xOffset+width > maxTextureX || yOffset+height > maxTextureY { + panic("Sprite does not fit in spritesheet") + } + + spr := spriteToPic(rawObj.Name, i, rawSpr, spritesheet, xOffset, yOffset) + sprites = append(sprites, &Sprite{width, height, spritesheet, spr}) + + xOffset = xOffset + width + if height > rowMaxY { + rowMaxY = height + } + } + + out[rawObj.Name] = &Object{Name: rawObj.Name, Sprites: sprites} + } return out, spritesheet } func ConvertObjectWithSpritesheet(rawObj *data.Object, name string, pic *pixel.PictureData, xOffset int) *Object { - out := &Object{ - Name: name, - Sprites: make([]Sprite, len(rawObj.Sprites)), - } - // We store the sprites vertically in the provided pic yOffset := 0 - log.Printf("Converting %v: xOffset = %v", name, xOffset) + + out := &Object{ + Name: name, + Sprites: make([]*Sprite, len(rawObj.Sprites)), + } for i, rawSpr := range rawObj.Sprites { spr := spriteToPic(name, i, rawSpr, pic, xOffset, yOffset) - log.Printf(" %#v", spr.Frame()) - out.Sprites[i] = Sprite{ + out.Sprites[i] = &Sprite{ Width: int(rawSpr.Width), Height: int(rawSpr.Height), Pic: pic, Spr: spr, } + yOffset = yOffset + int(rawSpr.Height) } @@ -117,7 +108,7 @@ func ConvertObjectWithSpritesheet(rawObj *data.Object, name string, pic *pixel.P func ConvertObject(rawObj *data.Object, name string) *Object { out := &Object{ Name: name, - Sprites: make([]Sprite, len(rawObj.Sprites)), + Sprites: make([]*Sprite, len(rawObj.Sprites)), } for i, rawSpr := range rawObj.Sprites { @@ -131,7 +122,7 @@ func ConvertObject(rawObj *data.Object, name string) *Object { ) spr := spriteToPic(name, i, rawSpr, pic, 0, 0) - out.Sprites[i] = Sprite{ + out.Sprites[i] = &Sprite{ Width: int(rawSpr.Width), Height: int(rawSpr.Height), Pic: pic, @@ -146,20 +137,17 @@ func spriteToPic(name string, idx int, sprite *data.Sprite, pic *pixel.PictureDa width := int(sprite.Width) height := int(sprite.Height) - //log.Printf("%v %v: width=%v height=%v", name, idx, width, height) - for y := 0; y < height; y++ { for x := 0; x < width; x++ { b := sprite.Data[y*width+x] // Update the picture if err := setPaletteColor(pic, x+xOffset, y+yOffset, b); err != nil { - //log.Printf("%s %d: %d,%d: %v", name, idx, x, y, err) + log.Printf("%s %d: %d,%d: %v", name, idx, x, y, err) } } } - // FIXME: I really don't get this fetish for starting at the bottom-left bounds := pixel.R( float64(xOffset), float64(yOffset), @@ -167,9 +155,6 @@ func spriteToPic(name string, idx int, sprite *data.Sprite, pic *pixel.PictureDa float64(yOffset+height), ) - //bounds.Min = bounds.Min.ScaledXY(pixel.Vec{1.0, -1.0}) - //bounds.Max = bounds.Max.ScaledXY(pixel.Vec{1.0, -1.0}) - return pixel.NewSprite(pic, bounds) }